The material properties for honeycomb material are too unrealistic. As an illustrative example, carbon fiber and wood have basically the same stats (https://dualuniverse.gamepedia.com/Material). Zero resistances across the board and comparable HP and weight. Gold is the toughest stuff in the game, despite the fact that IRL, it's a soft metal. The reason for this is presumably because carbon is a Tier 1 mat and gold a t4, but I would argue that for honeycomb materials, the tier shouldn't matter. There's enough of a reward built into the game mechanics for mining higher tier ores in the manufacturing process of parts. But if you want to balance it a bit to incentivize the use of higher tier ores in hull design, I would suggest doing what you've already done with carbon fiber. Namely, you need specialized equipment to make it from carbon (3d printer). That's pretty much all I use that medium sized piece of equipment for... If you want to make it yield less carbon fiber, you can adjust that process accordingly, or require you do what you need to do IRL and mix it with an epoxy, that you also need to manufacture, which perhaps includes some higher tier resources. But carbon fiber should be tough and light. It should be more useful than either wood or gold in hull design.
Bottomline, if you want to make the gameplay feel more like real world engineering, the materials need to behave more like they do IRL. Carbon fiber should be light and strong, especially since even within the game, you need to use basically dedicated machinery to make it. Please consider rebalancing material stats to better reflect their real life properties.